Bondage Arena VR – Now a Reality!
This is only a test prototype, but it is fully playable.
The downside:
I haven’t implemented any deep VR mechanics, hand-based interaction with the world, etc. Essentially, this is just an adaptation of the current game for VR headsets.
The upside:
This is the full Bondage Arena 23.0, with all its modes, tons of mechanics, and everything else. I’m sure you’ll find plenty to do.
The VR version is based on v23.0 Premium and is available to subscribers at the Patron tier or higher.
Download: https://www.patreon.com/boundarena/posts/download-vr-23-0-169087738
Let me immediately reassure those of you who aren’t interested in VR: this will not affect the development speed of the main game.
I’ll admit it: I made this adaptation in just 2 days with the help of AI (and I think it turned out pretty well).
This is only a TEST PROTOTYPE. I may update it once or twice (with the help of the same AI), but I do not currently plan to develop it as a separate branch of the game.
Why did I make it?
I simply wanted to. Am I allowed a little indulgence? I’ve wanted to play Bondage Arena in a VR headset for a long time, and it turned out that making an adaptation wasn’t nearly as difficult as I expected.
This prototype is primarily intended to evaluate how the game looks and feels in VR, and what it COULD potentially become if I ever decided to take VR development seriously. Whether I eventually make a full-fledged VR game in the distant future will depend on my observations and your feedback.
The main priority right now is still the release of Bondage Arena for PC.
The VR version is an experiment. It will not be updated alongside the main version, but it is already quite fun to play in its current state.
Now, About the VR Version
Just to clarify: the game runs on your PC and is streamed to your VR headset using software such as Virtual Desktop, Steam Link, or Quest Link.
I personally tested it on a Meta Quest 3 using Virtual Desktop. However, it should also work with other headsets and software that support OpenXR.
You have access to almost everything available in the PC version.
I adapted the character controls for VR. In Settings → VR Settings, you’ll find the controller layout as well as several additional VR options.
The Most Important Setting: POV Mode
If this option is enabled, you will always view the game from the character’s perspective.
Please note: this mode may not always be comfortable for everyone and can cause motion sickness quite quickly. Use it carefully!
If POV Mode is disabled (the default setting), the game will sometimes switch to a third-person view or a free camera. This is a much more comfortable way to play, and I recommend starting with this mode.
You can also switch between these two modes directly during gameplay whenever switching is available. Use the X button on the controller.
Weapons
A laser sight has been added for firearms. It is enabled by default, but you can toggle it on or off.
You can also use reflex sights and optical scopes mounted on weapons. They work properly in VR.
The laser sight makes the game significantly easier. If you want a more hardcore experience, turn it off.
The mechanics for throwing grenades and placing mines have also been reworked. Check the control hints for explanations.
Save Files
The VR version uses the same save folder, but the actual save files are separate.
If you want to transfer your custom commands to the VR version, open the save folder:
C:\Users\User\AppData\Local\BondageArena
Copy the file:
save Prototype 23.0
Then rename the copied file to:
save Prototype 23.0 VR
Discord and Feedback
I created a separate channel for the VR version on the Discord server: https://discord.gg/gtYvwhbTt2
You can post your feedback and discuss the VR version there.
For bug reports, please report only critical or very important issues that significantly affect gameplay, since this is only a test prototype.
Keep in mind that comfortable VR gameplay requires a fairly powerful PC and a good Wi-Fi connection.
If the game runs poorly, try using simpler maps and reducing the number of characters.
What Could Be Added to a Full VR Version?
Hand-based interaction. Using toys and adaptive animations.
More comfort settings, including the ability to play while seated.
A more comfortable POV mode, where you control not only the character’s head but the entire body, without sudden snapping or jerky movements.
Special VR-specific mechanics.
Better optimization.
And many other tasty features…
But all of this would require a considerable amount of work. Essentially, it would be a separate game.
Maybe one day I’ll decide to take it on seriously, but for now, there is only this test prototype.
I tried to implement as many of the essential features as possible to make the build playable and relatively comfortable.
Enjoy!
